This patch uses Erik Heitz's A Low-Distortion Map Between Triangle and Square to skip square root evaluation in mesh light sampling. There may be more places in cycles where this could be useful, for now just using it in mesh lights.
Based on ideas from
https://pharr.org/matt/blog/2019/02/27/triangle-sampling-1.html
https://pharr.org/matt/blog/2019/03/13/triangle-sampling-1.5.html